Пример #1
0
 public void Move(PathNodeMain n)
 {
     Move(n.transform.position);
     MovingToVector = false;
     AIPathFinder.endReachedDistance = TARGET_REACHED_DISTANCE;
     SelectMoveNode(n);
 }
Пример #2
0
 public void SetNodes(PathNodeMain node1, PathNodeMain node2)
 {
     n1    = node1;
     n2    = node2;
     start = n1.transform;
     end   = n2.transform;
     Update();
 }
Пример #3
0
 void SelectMoveNode(PathNodeMain node)
 {
     DeselectMoveNode();
     move_node = node;
     move_node.PathNodeMovedEvent           += OnPathMoved;
     move_node.PathNodeNewForwardNodesEvent += OnPathNewNode;
     move_node.OnPathNodeDestroyedEvent     += OnPathDestroyed;
 }
 void DeselectNode()
 {
     if (!selected_node)
     {
         return;
     }
     selected_node.setSelected(false);
     selected_node = null;
 }
Пример #5
0
 void DeselectMoveNode()
 {
     if (move_node != null)
     {
         move_node.PathNodeMovedEvent           -= OnPathMoved;
         move_node.PathNodeNewForwardNodesEvent -= OnPathNewNode;
         move_node.OnPathNodeDestroyedEvent     -= OnPathDestroyed;
         move_node = null;
     }
 }
    public void RemoveForwardNode(PathNodeMain node)
    {
        /*if (path_lines.ContainsKey(node)){
         *      Destroy(path_lines[node]);
         *      path_lines.Remove(node);
         *
         * }*/

        for (int i = 0; i < path_lines.Count; i++)
        {
            if (path_lines[i].ForwardNode == node)
            {
                Destroy(path_lines[i].gameObject);
                path_lines.RemoveAt(i);
            }
        }
        forward_nodes.Remove(node);
    }
    public void AddForwardNode(PathNodeMain node)
    {
        if (forward_nodes.Contains(node) || backward_nodes.Contains(node))
        {
            return;
        }
        forward_nodes.Add(node);
        node.backward_nodes.Add(this);
        var o    = Instantiate(PathLine_prefab, transform.position, Quaternion.identity) as GameObject;
        var line = o.GetComponent <PathLineMain>();

        line.SetNodes(this, node);
        path_lines.Add(line);

        if (PathNodeNewForwardNodesEvent != null)
        {
            PathNodeNewForwardNodesEvent();
        }
    }
 public void RemoveBackwardNode(PathNodeMain node)
 {
     backward_nodes.Remove(node);
 }
Пример #9
0
 public bool CheckNode(PathNodeMain node)
 {
     return(n1 == node || n2 == node);
 }
    // Update is called once per frame
    void Update()
    {
        if (_controlMode == ControlMode.CreatePaths)
        {
            if (GroundPosition(out temp_ground_pos))
            {
                selection_circle.transform.position = temp_ground_pos + Vector3.up * 0.1f;
            }
        }

        if (Input.GetKeyDown(KeyCode.Escape))
        {
            Application.LoadLevel("MenuScene");
        }

        if (GAMEOVER)
        {
            if (Input.GetKeyDown(KeyCode.R))
            {
                Application.LoadLevel("GameScene");
            }

            return;
        }
        //select
        if (Input.GetButtonUp("Select"))
        {
            if (moving_node)
            {
                moving_node = false;
                if (_controlMode == ControlMode.CreatePaths)
                {
                    selection_circle.gameObject.SetActive(true);
                }
            }
            if (node_pressed)
            {
                DeselectNode();
            }
            node_pressed = false;

            selection_rect_on = false;
            if (selection_rect_on_legit)
            {
                SelectUnits(selection_rect_start_pos, Input.mousePosition);
                selection_rect_on_legit = false;
                if (_controlMode == ControlMode.CreatePaths)
                {
                    selection_circle.gameObject.SetActive(true);
                }
            }
            else
            if (_controlMode == ControlMode.CreatePaths)
            {
                if (can_create_path)
                {
                    //CreateNodeInMousePos();
                }
            }
            can_create_path = false;
        }

        if (Input.GetButton("Select"))
        {
            if (moving_node)             //moving node
            {
                if (GroundPosition(out temp_ground_pos))
                {
                    if (node_pressed)
                    {
                        if (Vector3.Distance(
                                temp_ground_pos, selected_node.transform.position
                                - new Vector3(temp_selection_offset.x, 0, temp_selection_offset.z)
                                ) > 1)
                        {
                            selected_node.Reposition(temp_ground_pos + temp_selection_offset);
                            node_pressed = false;
                        }
                    }
                    else
                    {
                        selected_node.Reposition(temp_ground_pos + temp_selection_offset);
                    }
                }
            }
            else
            {
                //start selection rectangle
                if (!selection_rect_on_legit && selection_rect_on)
                {
                    if (Vector3.Distance(Input.mousePosition, selection_rect_start_pos) > 10)
                    {
                        selection_rect_on_legit = true;
                        selection_circle.gameObject.SetActive(false);
                    }
                }
            }
        }

        if (Input.GetButtonDown("Select"))
        {
            //check for units
            var unit = RaycastUnit();

            if (unit != null)
            {
                SelectUnit(unit);
#if UNITY_EDITOR
                unit.HP -= 10;
#endif
                return;
            }


            selection_rect_on        = true;
            selection_rect_start_pos = Input.mousePosition;

            if (_controlMode == ControlMode.None)
            {
                var node = RaycastPathNode();

                if (node != null)
                {
                    SetPathMode(true);
                    SetSelectedNode(node);
                    return;
                }
            }

            if (_controlMode == ControlMode.CreatePaths)
            {
                var node = RaycastPathNode();

                if (node != null)
                {
                    moving_node = true;
                    selection_circle.gameObject.SetActive(false);

                    if (selected_node == node)
                    {
                        node_pressed = true;
                    }
                    else
                    {
                        SetSelectedNode(node);
                        DeselectLine();
                    }

                    if (GroundPosition(out temp_ground_pos))
                    {
                        temp_selection_offset = node.transform.position - temp_ground_pos;
                    }
                    return;
                }

                var line = RaycastPathLine();

                if (line != null)
                {
                    SetSelectedLine(line);
                    DeselectNode();
                    return;
                }

                can_create_path = true;
            }

            DeselectUnits();

            DeselectLine();
        }

        //control actions
        if (Input.GetButtonDown("Command"))
        {
            if (_controlMode == ControlMode.None)
            {
                if (HasSelectedUnits())
                {
                    var node = RaycastPathNode();
                    if (node != null)
                    {
                        foreach (var s in selected_units)
                        {
                            s.Move(node);
                        }
                    }
                    else
                    {
                        if (GroundPosition(out temp_ground_pos))
                        {
                            foreach (var s in selected_units)
                            {
                                s.Move(temp_ground_pos);
                            }
                        }
                    }
                }
            }
            else
            if (_controlMode == ControlMode.CreatePaths)
            {
                CreateNodeInMousePos();
            }
        }

        //other
#if UNITY_EDITOR
        if (Input.GetKeyDown(KeyCode.Alpha1))
        {
            SetMode(ControlMode.None);
        }

        if (Input.GetKeyDown(KeyCode.Alpha3))
        {
            if (GroundPosition(out temp_ground_pos))
            {
                var go = Instantiate(Unit_prefab, temp_ground_pos + Vector3.up * 2, Quaternion.identity) as GameObject;
                AddCar(go.GetComponent <UnitMain>());
            }
        }

        if (Input.GetKeyDown(KeyCode.Alpha4))
        {
            SetGameover();
        }
#endif

        if (Input.GetButtonDown("PathMode"))
        {
            TogglePathMode();
        }

        if (Input.GetButtonDown("Remove"))
        {
            if (selected_node != null)
            {
                PathNodeMain node = null;
                if (selected_node.HasForwardNodes())
                {
                    node = Subs.GetRandom(selected_node.ForwardNodes);
                }
                else
                {
                    if (selected_node.HasBackwardNodes())
                    {
                        node = Subs.GetRandom(selected_node.BackwardNodes);
                    }
                }
                selected_node.Delete();
                if (node != null)
                {
                    SetSelectedNode(node);
                }
            }
            if (selected_line != null)
            {
                selected_line.Delete();
            }
        }

        if (Input.GetKeyDown(KeyCode.Space))
        {
            ToggleTimeState();
        }
    }
 void SetSelectedNode(PathNodeMain node)
 {
     DeselectNode();
     selected_node = node;
     selected_node.setSelected(true);
 }